Business of Gaming
Description: This four-week class will focus on the business aspects that relate to the gaming industry. This industry has grown quickly in the last 25 years to overtake theatrical motion pictures as a leading source of commercial entertainment – in content development, distribution and the licensing of its IP. The course will focus on the ways in which its creative and business practices are both unique, and also share common characteristics with other forms of screen-based entertainment. The course will focus on the following key areas: - The publishing business model, and how Games evolved from and relate to software distribution. Covered material will include: licensing agreements, the development and ownership of Intellectual Property, and the impact of software piracy on business models. - The game publishers, and an overview of the key companies and competing business strategies, including game genres, key titles/franchises, management of developer relationships, and the publishers’ relationships with licensors and licensees (primarily vis-à-vis the motion picture business). - The lexicon and how to effectively communicate with buyers and sellers of Intellectual Property. - The production process, and how to reconcile with film and television production timelines and milestones. Covered material will include: the game development process from inception through release – including visual and character development, level design, play testing, level testing,coding, game engines, animation & motion capture. - The future of the game business and an overview of current trends including digital distribution, iOS/Android, freemium vs. paid models and how they impact rights allocations and revenue streams.
Learning Outcomes: Speak literately regarding exploitation of intellectual property to and from the game business. Final in Class Presentation. List and describe the production and distribution pipelines relevant to a game project. Final Written Presentation. Understand the use of games to engage,leverage and extend the consumer’s relationship with intellectual property. Class Discussion/Final Written Presentation. Look at the commercial potential of Intellectual Property migration between games and film as well the game industry’s role in platform agnostic content. Class Discussion. Consider gaming influence on other media arts. Class Discussion. Develop an appropriate gaming vocabulary. Final in class presentation/ Final Written Presentation. Discover effective ways to examine business policy and practices at gaming companies. Class Discussion.